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- #define STANDARD
- varying vec3 vViewPosition;
- #ifdef USE_TRANSMISSION
- varying vec3 vWorldPosition;
- #endif
- #include <common>
- #include <uv_pars_vertex>
- #include <displacementmap_pars_vertex>
- #include <color_pars_vertex>
- #include <fog_pars_vertex>
- #include <normal_pars_vertex>
- #include <morphtarget_pars_vertex>
- #include <skinning_pars_vertex>
- #include <shadowmap_pars_vertex>
- #include <logdepthbuf_pars_vertex>
- #include <clipping_planes_pars_vertex>
- varying vec3 vWorldNormal;
- void main() {
- #include <uv_vertex>
- #include <color_vertex>
- #include <morphcolor_vertex>
- #include <beginnormal_vertex>
- #include <morphnormal_vertex>
- #include <skinbase_vertex>
- #include <skinnormal_vertex>
- #include <defaultnormal_vertex>
- #include <normal_vertex>
- #include <begin_vertex>
- #include <morphtarget_vertex>
- #include <skinning_vertex>
- #include <displacementmap_vertex>
- #include <project_vertex>
- #include <logdepthbuf_vertex>
- #include <clipping_planes_vertex>
- vViewPosition = - mvPosition.xyz;
- // #include <worldpos_vertex>
- #if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0
- vec4 worldPosition = vec4( transformed, 1.0 );
- #ifdef USE_INSTANCING
- worldPosition = instanceMatrix * worldPosition;
- #endif
- worldPosition = modelMatrix * worldPosition;
- #endif
- #include <shadowmap_vertex>
- #include <fog_vertex>
- #ifdef USE_TRANSMISSION
- vWorldPosition = worldPosition.xyz;
- #endif
- vWorldNormal = (modelMatrix * vec4(normal.xyz, 0.0)).xyz;
- // vWorldNormal = normal.xyz;
- }
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